The following add-on had errors and could not be loaded:
~add-ons/COTS/_main.cfg
Please report this to the author or maintainer of this add-on.
Details:
Nested quoted string
at ~add-ons/COTS/utils/cots_macros.cfg:1574
included from ~add-ons/COTS/_main.cfg:64
included from ~add-ons/COTS/scenarios/29_Breaktrough.cfg:271
included from ~add-ons/COTS/_main.cfg:65

That specific line in a scenario calls for an item... the GreenWood Blade.
Which is a copy of a fire sword used a few scenarios earlier

I keep getting nested quoted string errors on this specific item.WHAT????
I compared both trough a comparison tool, all the quotes and specific formatting symbols are the same
It's one of the minor tweaks I did before publishing.

As a temporary workaround, you can replace this item with another. Just open Sceario 29, find line 271 and replace GREENWOOD_BLADE with one of hte other items from the COTS_macros file. For example, ICE_ORB or BOOK_FENCING

Light travels much faster than sound, that's why some people seem bright until you hear them speak.

Some units have traits that have both +X% Max XP and +X% XP to advance. Can someone please explain the difference to me? Seems to me they'd be the same thing.

Attached is an initial list of proofreads, and maybe one thing that could be an actual error (holy water).

EDIT: I realized I was being lazy here, which could lead to confusion. Sometimes I would point out a phrase, and then not suggest the whole recommended replacement, but just point out the error, which could be understood that I was suggesting the removing part(s) of the phrase I was too lazy to include. Sorry. cots1.txt should fix these and is a replacement for cots.txt.

EDIT:
There are no 'fight' sign on the bigmap and the you get only shown how you get from 'now' to the next scenario instead of all the tracks of your previous movements.

EDIT 2:
Trait: eagleeye
bow: + 10%% accuracy

EDIT 3:
Betrayl
Ithiliens death is not mentioned in the lose conditions.

'Bad' luck at the beginning can screw the player very much. Can you make it less reliant on luck, e.g. let Lotion and Ellderon flee together with Calian so they are outside of Loghains castle when their turn starts.
Just like 'good' luck can help the player too much. So please move the enemy leader to his keep and don't allow him to move outside in the first few turns.

EDIT 4:
Orcish Incursion
Why are 'Garrison' units unable to (theoretically) advance to lvl 3 version? And the Garrison White Mage is unable to earn xp (missing AMLA macro).
There is a Garrison unit on 22,15 (swamp) and there are none on 19,12 and 28,18 and 32,18 and 37,16 (castle hexes that are part of the outer wall of Fort Than).

6 music tracks that I apparently can't properly convert in quality and size for some reason.
I have to find some happy middle, since the first version I uploaded has really bad audio and this one is straight up 20+ MB bigger

Regular garrisoned units move if enemy gets close, but otherwise stay put. I wanted these to not move at all and keep healing the quickly static defenders, so they are edited versions with 0 movement points

'Bad' luck at the beginning can screw the player very much.

Yes it can. Which why I usually play with to NoRandomness mod. Luck and AI can change things drastically. In one of my tests, Cailan and his knight attacked the enemy commander immediately and killed him.

Light travels much faster than sound, that's why some people seem bright until you hear them speak.

Regular garrisoned units move if enemy gets close, but otherwise stay put. I wanted these to not move at all and keep healing the quickly static defenders, so they are edited versions with 0 movement points

And the question I'm asking is, why did you not also edit their theoretical advancements so there is are garrisoned lvl 3 units. So the lvl 2 units could advance.

Yes it can. Which why I usually play with to NoRandomness mod. Luck and AI can change things drastically. In one of my tests, Cailan and his knight attacked the enemy commander immediately and killed him.

What your words mean to me:
You've set up a scenario that's very luck reliant and don't want to fix it. Despite having noticed that flaw yourself (and having now received suggestions as to how to fix it).

Really, there is no reason to blame the RNG in this scenario. I'd also like to make the distinction between 'this scenario is luck reliant' and 'the game is luck reliant'. Because, while the first one is true, the latter is not. (According to me at least. You are probably not of the same opinion.)

I am a Ghost: I drain the life energy from other people to survive and am hated/feared by regular people. Non-regular people don't like me either though.